I have a custom localisation function in my project that enforces the inclusion of the bundle parameter (specifically so that Swift packages are forced to include the Bundle.module value). While migrating to String Catalogs, I noticed that my custom localisation function wasn't being recognised by the automatic extraction that the Swift compiler is doing, but only in my Swift package targets. Is there a way to set something like LOCALIZED_STRING_MACRO_NAMES in Swift Packages?
Search results for
missing package product
51,805 results found
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
My apologies, I didn't notice that packagesbuild was a third-party tool, I took over the project from a different developer, so I'm not a 100% familiar with the tooling yet. I had a look at the link you sent and managed to get it working by running the productbuild command on the .pkg file generated by packagesbuild. productbuild --sign Developer ID Installer: [...] --package com.optimidoc.cloudclientsigned.pkg com.optimidoc.cloudclient.distribution.pkg I suspect that the problem was in the fact that packagesbuild generates a component package (similar to pkgbuild) rather than a product archive like productbuild does, but I haven't done any testing to verify it. Thank you for pointing me in the right direction.
Topic:
Code Signing
SubTopic:
General
Previous to the notarization requirement, we were able to offer custom downloadable packages (.pkg files) to our customers. This package could include extra information like accountIds or a different subset of the software and such so that when installed the software would be associated with the customers account automatically and have the correct features installed.We did this by modifying the install scripts and repackaging on the fly then resigning. All of this was done on a linux machine because Apple does not have much support to legally/easily license osx in the cloud.Now with catalina, and the additional notarization requirement, we could still modify install scripts and resign, but we are unable to notarize the new package for two reasons:1. It takes a long time and will fail peroidically.2. We cannot run the notarization and staple from the cloud anyway (without licensing trouble).My question is this:Is there a Apple recommended method to provide custom packages
Hello, We are a mobile game company, We have encountered an issue concerning the refunds of consumable products purchased through our app. The issue arises when some Apple users request refunds after purchasing these products, and Apple approves these refund requests even if our users have already consumed it. This situation leads to financial losses and creates an unfair experience among users. We are using App Store Server Notifications V2. So how can we prevent Refunding if user used already our product
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
In-App Purchase
App Store Server Notifications
Hi. I have a xcframework that has a dependency on 'RxSwift' and 'RxCocoa'. I deployed it using SPM by embedding it in a Swift Package. However when I import swift package into another project, I keep getting the following error: Missing required module 'RxCocoaRuntime How can I fix this? Below are the steps to reproduce the error. Steps Create Xcode proejct, make a dependency on 'RxSwift' and 'RxCocoa' (no matter doing it through tuist or cocoapods) Create XCFramework from that proejct. (I used commands below) xcodebuild archive -workspace SimpleFramework.xcworkspace -scheme SimpleFramework -destination generic/platform=iOS -archivePath ./SimpleFramework-iphoneos.xcarchive -sdk iphoneos SKIP_INSTALL=NO BUILD_LIBRARY_FOR_DISTRIBUTION=YES xcodebuild archive -workspace SimpleFramework.xcworkspace -scheme SimpleFramework -archivePath ./SimpleFramework-iphonesimulator.xcarchive -sdk iphonesimulator SKIP_INSTALL=NO BUILD_LIBRARY_FOR_DISTRIBUTION=YES xcodebuild -create-xcframe
Getting the same error in xcode as well including package missing resolving it through clearing deriveddata doesn't help followed by restart and clearing cache Multiple commands produce 'some aws.json at given path' it was a running project.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
I want to use the GameKit package for my Unity project. But how do I do that? Is the GameKit plugin already available from today? Where can I find it? I can only spot that at minute 02:02 from the video tutorial session Reach new players with Game Center dashboard, there is the Package Manager window from Unity with Apple.GameKit installed from com.apple.gamekit-1.0.0.tgz but I can't find the package with this name on the web.
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
GameKit
WWDC22 Support
Apple Unity Plug-Ins
wwdc2022-10064
I have developed this shared package - https://github.com/RiftValleySoftware/RVS_Spinner. It works fine. In the package test harnesses (3 iOS apps), it works great, and also, the IB storyboard renders the control (It's an IBDesignable). However, when I include it as a package in another app (I can't share the source), I get these really weird render failure messages:Error: 'UIPickerView' is unavailable in tvOS And so on. There's a bunch of not available in tvOS errors. Well...DUH. It's an iOS package and utility, and leverages a lot of things like haptics. The package explicitly states that it is iOS(12), and I can't see any indication of why my storyboard is insisting on trying to render as tvOS. What am I missing?
Hi, I have read the post https://developer.apple.com/forums/thread/128166 but how can I add the license agreements into the pkg? in the same way that SF Symbols installer Thanks
Hello,I successfully codesigned my app and it was accepted by notarization service. Then I created a package using pkgbuild / an app called packages and codesigned it using Installer identity. The installer works fine.I'm now trying to notarize the .pkg file but no success. It always returns invalid status with this error:severityerrorcodenullpath<package internal path>.pkg Contents/Payload/Contents/MacOS/<executable>messageThe signature of the binary is invalid.docUrlnullarchitecturex86_64(I replaced real paths above).It's an Unity app, so I don't place random scripts in random places.If I made a .dmg installer with these files, the .dmg is accepted by notarization serviceHowever, when the application is installed, both codesign and spctl return OK status. I use XCode 11.3.1. on macOS 10.14.6.Any suggestions how to fix this problem?
https://github.com/swiftlang/swift-evolution/blob/main/proposals/0450-swiftpm-package-traits.md as this proposal introduce package traits, how can i set traits for a package in xocde, for example an ios app project(without Package.swift)
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have an app I'm returning to after a several years I'd like to freshen up, but am daunted by the changes since; 2018 WWDC - session 415: behind the scenes of Xcode Build process, points out the many changes just that year.It's Objective-C only, features several sub-projects both private and GitHub, whose .xcodeproj file I'd had dragged in as the then practice, which my main project has as dependencys; all was good.But have few but widespread problems:* IB plugins* framework headers not getting found* sub-builds failing - deprecated or now not viable code* what to do re: BWToolkit which appears stagnant?The 2nd is odd as they build ok invividually.So my question is to whether to continue the sub-project route, or try migration to modernize like envelop them as swift packages. This is not all viable as some have assets, but otherwise, what to do? I think the missing header issue is due to naming:i.e. `import foo.h` should now be `import <MyFramework/foo.h>`.But I suspect some m
Hi MacDoc...That is a good point..!!I have altered the timezone, and will redownload (again) and see what happens.I tried to install the three pkg files manually, but all I got were errors telling me things were missing, so that didn't work either.Thanks for your reply.
Topic:
App & System Services
SubTopic:
Core OS
Tags:
I missed the part where after loadAllFromPreferences you can check which one is connected, and re-connect to that.. This fixes my bug In pkg preinstall and postinstall we also now quit app and stray running tunnel if any + remove duplicate profiles
Topic:
App & System Services
SubTopic:
Networking
Tags:
I work with a number of enterprise clients and one thing we often do is have various frameworks that are optional depending on what type of build we are doing. A common example being to include a framework that contains an embedded server for testing, demo or debugging purposes. Prior to SPM we would link those frameworks as Optional and run a script phase after the build that removed them from the Frameworks directory of the app if it was a Release build. Now I have an Xcode project that includes a number of SPM package, one of which is an embedded server which in turns references several other packages I'd like to exclude form a Release build. But I cannot figure out how to do this. Can I make the inclusion of a package optional? Or somehow remove it after linking? In Swift I can write #if canImport(MockServer) but I cannot see how to actually make MockServer an optional include. Any ideas?